Long Page
| |
|
This article currently has 40,569 bytes and may take a long time to load. Please proceed with caution and wait for it to load patiently. |
| “ | We are dispatching you back to the birth country of the Agency of the Global Furries to help with the country's services. A few hours ago, the Robloxian Intelligence Services Central Office in Ro-London was attacked by the Anti-Furry Coalition, while it may seem too much: ironically, the facility is also used as a GFA data facility. We've contacted RI6 and informed them we are arriving to assist in containing the threat, but your main mission is simple. Locate the Server Room and extract as much GFA data as possible. Good luck, and may god be with you. | ” | |
–Briefing by "Langford" | |||
Checkmate, Queen is a GFA operation with assistance with Robloxian Intelligence Section 6 (RI6), after an terrorist attack by the Anti-Furry Coalition with GFA dispatching Furry Task Forces Cyber-3 and Eta-10 to extract data from the servers. The heist was coordinated by Langford.
This was the first playable operation where it does not feature the disguise mechanic in any way.
Overview
After an major attack at the RI6 Central Office in Ro-London by the Anti-Furry Coalition: the Agency of the Global Furries immediately dispatches Cyber-3 and Eta-10 to extract GFA confidential information from the RI6 data servers to ensure no data related to the agency falls into the coalition's hands.
Mission Briefing
| “ | As you all know: the GFA, officially known as the Agency of the Global Furries, runs most of our operations from Greater Ro-London. We got facilities, operatives, and safehouses all over the province. However, we receive news from Ro-London, that RI6 Central Headquarters is under attack and are requesting assistance. Which if you don't believe it; was also a data facility for the agency to store dossiers, confidential information, and evidence to prove we have insiders in every group of interests ever known. So due to this; we contacted them informing that we are going to assist, but we need direct access to get this out of the facility. That's why today, you're taking a trip to Ro-London. Let's get to work. | ” |
NPC Information
Handler/Assistors/Command
| Basic Info | Interaction Info | Miscellaneous |
|---|---|---|
| Langford | Awareness Level:
3 |
Mission Coordinator |
| GFA Handler | Cannot be Intimidated | |
| Sarah "Sierra-3" Mills | Awareness Level:
3 |
NPC Hacker that'll help in one of the objectives and will shoot at enemy NPC with a SMG. |
| GFA Specialist | Cannot be Intimidated | |
| Alpha-3 | Awareness Level:
3 |
NPC Soldier that'll shoot at enemy NPC with a shotgun. |
| GFA Mercenary | Cannot be Intimidated | |
| Lima-3 | Awareness Level:
3 |
NPC Soldier that'll shoot at enemy NPC with a assault rifle. |
| GFA Mercenary | Cannot be Intimidated |
RI6 personnel
| NPC | Interaction Info | Patrol Info | Miscellaneous |
|---|---|---|---|
| RI6 Executive Kyle Zachary | Awareness Level: N/A | Patrol Interval: 0.75x | Inventory:
Radio, RI6 Standard Pistol, Executive RFID Card |
| Mercenary | Intimidation Level:
Intimidation 3 |
Spawns on:
Operative | |
| Additional Information | |||
| |||
| Jack Bond | Awareness Level: N/A | Patrol Interval: 0.75x | Inventory:
Radio, COM-15 |
| Lead of Operations, Mercenary | Intimidation Level:
Intimidation 3 |
Spawns on:
Operative | |
| Additional Information | |||
| |||
| Milessa | Awareness Level: N/A | Patrol Interval: 0.75x | Inventory:
Radio, RI6 Standard Pistol, Lockpick |
| Infiltrator, Mercenary | Intimidation Level:
Intimidation 3 |
Spawns on:
Recruit | |
| Additional Information | |||
| |||
| Stamford | Awareness Level: N/A | Patrol Interval: 0.75x | Inventory:
Radio, RI6 Standard Pistol, Hacking Tablet |
| Hacker, Mercenary | Intimidation Level:
Intimidation 3 |
Spawns on:
Recruit | |
| Additional Information | |||
| |||
| Gregory | Awareness Level: N/A | Patrol Interval: 0.75x | Inventory:
Radio, CBR Carbine, Grenades |
| Juggernaut Mercenary | Intimidation Level:
Intimidation 3 |
Spawns on:
Recruit | |
| Additional Information | |||
| |||
| Jessica | Awareness Level: N/A | Patrol Interval: 0.75x | Inventory:
Radio, F57, Security RFID Badge |
| Security Agent, Mercenary | Intimidation Level:
Intimidation 3 |
Spawns on:
Recruit | |
| Additional Information | |||
| |||
| Lemmings | Awareness Level: N/A | Patrol Interval: 0.75x | Inventory:
Radio, RI6 Standard Pistol |
| Con-Artist, Mercenary | Intimidation Level:
Intimidation 3 |
Spawns on:
Recruit | |
| Additional Information | |||
| |||
| Howard | Awareness Level: N/A | Patrol Interval: 0.75x | Inventory:
Radio, RI6 Standard Pistol, Drill (w/ Reinforced Drill Bit and Fast Motor) |
| Tactician, Mercenary | Intimidation Level:
Intimidation 3 |
Spawns on:
Recruit | |
| Additional Information | |||
| |||
| Jack | Awareness Level: N/A | Patrol Interval: 0.75x | Inventory:
Radio, F57, Saw |
| Breacher, Mercenary | Intimidation Level:
Intimidation 3 |
Spawns on:
Recruit | |
| Additional Information | |||
| |||
| Norvek | Awareness Level: N/A | Patrol Interval: 0.75x | Inventory:
Radio, CBR Carbine, C4 |
| Demolition Expert, Mercenary | Intimidation Level:
Intimidation 3 |
Spawns on:
Recruit | |
| Additional Information | |||
| |||
| Keilso | Awareness Level: N/A | Patrol Interval: 0.75x | Inventory:
Radio, RI6 Standard Pistol, Stun Grenades |
| Electrician, Mercenary | Intimidation Level:
Intimidation 3 |
Spawns on:
Recruit | |
| Additional Information | |||
| |||
| River Smith | Awareness Level: 2 | Patrol Interval: Doesn't move | Inventory:
Nothing |
| Special Civilian | Intimidation Level:
Intimidation 1 |
Patrol Area:
River Smith's Office |
Spawns on:
Operative |
| Additional Information | |||
| |||
| Oakley David | Awareness Level: 2 | Patrol Interval: Doesn't move | Inventory:
Nothing |
| Special Civilian | Intimidation Level:
Intimidation 1 |
Patrol Area:
Oakley David's office |
Spawns on:
Operative |
| Additional Information | |||
| |||
| Kymara | Awareness Level: 2 | Patrol Interval: Doesn't move | Inventory:
Nothing |
| Special Civilian | Intimidation Level:
Intimidation 1 |
Patrol Area:
Kymara's office |
Spawns on:
Operative |
| Additional Information | |||
| |||
Anti-Furry Coalition Mercenary
| NPC | Interaction Info | Patrol Info | Miscellaneous |
|---|---|---|---|
| Command Mercenary | Awareness Level: N/A | Patrol Interval: 2x | Inventory:
F57 |
| Special Guard | Intimidation Level:
Intimidation 3 |
Spawns on:
Recruit | |
| Additional Information | |||
| |||
| Office Mercenary | Awareness Level: N/A | Patrol Interval: 2x | Inventory:
F57 |
| Special Guard | Intimidation Level:
Intimidation 3 |
Spawns on:
Recruit | |
| Additional Information | |||
| |||
| R&D Mercenary | Awareness Level: N/A | Patrol Interval: 2x | Inventory:
F57 |
| Special Guard | Intimidation Level:
Intimidation 3 |
Spawns on:
Recruit | |
| Maintenance Sector Mercenary | Awareness Level: N/A | Patrol Interval: 2x | Inventory:
F57 |
| Special Guard | Intimidation Level:
Intimidation 3 |
Spawns on:
Recruit | |
| Executive Sector Mercenary | Awareness Level: N/A | Patrol Interval: 2x | Inventory:
F57 |
| Special Guard | Intimidation Level:
Intimidation 3 |
Spawns on:
Recruit | |
| Additional Information | |||
| |||
Floor Plan
Entry Points
| Extraction Van |
|
[tip 1] |
|---|---|---|
| The player starts next to the black van at the exterior parking lot, near the loading bay doors. | ||
| Building Pavalion |
|
[tip 2] |
| The player starts at the pavalion of the building, near the entrance of the building | ||
| Building Lobby |
|
[tip 3] |
| The player starts inside the building lobby | ||
| Loading Bay |
|
[tip 4] |
| The player starts at the Loading Bay | ||
| Service Entrance - Combat |
|
[tip 5] |
| The player starts combat immediately in one of the service entrances. | ||
| Security Hallway |
|
[tip 6] |
| The player starts inside the third-floor security hallway in the Office Sector with Jessica and Gregory. | ||
- ↑ Default Starting Location
- ↑ No additional requirements required
- ↑ Starting from this location will skip certain checkpoints
- ↑ Requires Electrical Engineering 3 and Inconspicuous 2
- ↑ Starting from this location will raise the alarm and enact combat
- ↑ Only available if the "His Majesty's Agency" Challenge was completed
Random Rooms
Certain rooms in this mission have a few different possible locations. There are 4 windowed room locations, 4 sideroom locations, and 4 random office locations.
Windowed room locations can spawn the server room, which contains SRVR_11 and NS_32, a small break room with couches, or one of the two archive rooms.
Sideroom locations can spawn, a maintenance room where a maintenance cart can be located, an empty tiled room with a closet, a storage room which contains a Network Switch (NS_33), or a room with a closet, a Drill, and Network Switch (NS_31).
Office locations can spawn an office belonging to an Analyst (Kymara), a Administrative Consultant (River Smith), an IT Supervisor (Oakley David), or RI6 Lead of Operations (Jack Bond). Jack's office contains a safe that can be opened with Safecracking perks containing a Keyring, River's office has a Security RI6 Badge and a closet, Oakley's office contains only a closet, and Kymara's office contains a data spreadsheet containing intel about the server room and an Analyst RFID Card. All offices have blinds that can be closed to prevent NPCs and cameras from seeing inside the room.
Floor 1
There are 2 windowed room locations on the first floor, one behind the front desk and one near the cubicles past the front lobby.
There are 2 sideroom locations, one behind the front desk and one off the side of the podium room.
There are 2 office locations, both behind the front desk.
Floor 2
There is 1 windowed room location on the second floor located within the cubicle hallway near the push door.
There are 2 sideroom locations, one near the kitchen break area and one below the staircase leading to the third floor.
Floor 3
There is 1 windowed room location on the third floor located behind the staircase.
There are 2 office locations, both located near the staircase.
Floor 1
The first floor contains the main lobby, front desk, some cubicles, an lift to access the basement with a reinforced utility room, and a large room with a podium. There is also a small garage near the bottom of the map that can be accessed with Brute Strength 3 or Climber 2.
There are 4 staircases on the first floor. The main staircase is located near the cubicles, and leads to Floor 2 and the basement. There is another large staircase past the front desk that leads to Floor 2. There are 2 small staircases that only lead to the basement, 1 in the small garage and another at the top of the map that can be unlocked with an analyst RFID Badge.
There are 2 filing cabinets on the first floor, one behind the front desk and one near the staircases at the top of the map. These can be searched to find the password for a computer (COMP_24) in the RI6 Executive Office.
The lift to access the basement can be used when its power box was restored with power by asking the RI6 Executive about the elevators or rewired using a rewire kit and Electrical Engineering 1 to allow the lift to use generator powers.
The utility room has a reinforced vent that can be opened using either a Blowtorch or a Screwdriver, which they can access the elevator shaft and climb down to the basement using the shaft's ladder.
Behind the front desk, an Office Key can be found on one of the counters.
Floor 2
The second floor contains mostly cubicles and a kitchen break area.
There are 3 staircases on the second floor. The one at the top of the map only leads to Floor 1, and the one near the center leads to Floor 1 and the basement. The staircase near the bottom of the map is the only way to physically access Floor 3.
Along countertops within the cubicle areas near the top of the map, an Archive Key can spawn next to a small pile of color-coded boxes.
There are 2 filing cabinets on the second floor, one near the center staircase and another in the low-walled cubicle area. These can be searched to find the password for a computer (COMP_24) in the RI6 Executive Office.
Within the unfinished room at the bottom of the map, there is an Electrical Panel that can be interacted with a Rewire Kit and Electrical Engineering 3 to bypass certain security measures (extending the time needed for the server room alarm to raise the alarm from 30 seconds to 1 minute).
There are 2 extra entry points on the second floor. One is at the bottom of the map in the form of a window that can be climbed in and out of both sides, accessible by a door from the inside of the building and a pipe from the outside. The second is an alarmed push door at the top of the map, which leads to a small hallway and the exterior of the building. The alarm for this door can only be disabled from the exterior.
Floor 3
The third floor contains mostly offices, a security center, and Light Armory.
There is only 1 staircase on the third floor near the bottom of the map that leads to Floor 2.
Kyle Z., the RI6 executive in charge of the site, has an office on the far left of the map. It contains a computer (COMP_24) and has blinds facing the hallway that can be closed.
On the right of the map, there is a small antechamber that is behind a door requiring a Security RFID Keycard to open. From the antechamber you can access a security center and a light armory.
The security center contains a server (SRVR_12), which is connected to almost all cameras on the top three floors. There is also a radio which can be used to lower the alert level with Social Engineering 1 and distract both evidence custodians with Social Engineering 3. There is an Ammo Box on a table near the lockers.
The Light Armory contains a small lobby, desk area, and large weaponry room. The armory can be unlocked with Lock Artist 2, a Keyring, the Master Key, an Light Armory Key, or breached using a Drill with a Reinforced Bit, a Saw with at least 2 charges, or C4. There are heavy armor on a table with ammo box and medkit, and 10 usable footlockers and weapons crates in the armory, with both containing either a pistol or an SMG. The desk area contains a server (SRVR_14), which is connected to the 5 cameras inside the evidence locker room.
Basement
The basement is the largest area in the map and contains two garages, a security room, locker room, and the server room. Besides the double doors in the central staircase, all keycard-locked doors in the basement require a RI6 Security Badge to be opened.
There are 3 staircases in the basement. One is near the top of the map, which only leads to Floor 1. The one in the center of the map leads to Floors 1 and 2, and the one near the bottom of the map leads to the small garage on Floor 1.
A large garage covers most of the basement, which can be accessed from the interior at the bottom right and top right corners, and from the outside by interacting with the gate mechanism with a Rewire Kit and Electrical Engineering 1.
The server room is a large data sector that contains 18 servers (with 2 being interactable when the team is to extract with it) and a terminal. It is locked behind a sturdy reinforced metal door with an RFID keycard reader. The reader has a note attached that reveals a Data Manager's name, mentions that they have a keycard for the server room, and warns about tampering sensors.
The servers are disconnected from the network, requiring an Ethernet Cable to be connected for the search to begin in stealth.
The top garage has no uses in stealth, but in loud the garage door will be opened and SWAT are able to enter through it. Next to the garage, there is a radio that can be used to lower the alert level with Social Engineering 1 and distract both evidence custodians with Social Engineering 3.
There is a security center near the top of the map that contains a server (SRVR13), which is connected to almost all cameras in the basement. There is also an Ammo Box and Medkit by the lockers in the room.
Next to the security room is the locker room, which contains an RI6 Agent Disguise.
Attached to the top staircase is a U-shaped room that connects the staircase and locker rooms.
Stealth Progression
To complete the mission in stealth, the team needs to get into the server room, plug in an Ethernet Cable, have Sierra-3 search the servers, then take the Server with the data to the boat and exfiltrate.
The basement can be accessed through the basement entrance, the floor grate in the maintenance room, or the blast doors.
- The basement entrance is behind a lift that requires electricity to access which they could either: power it back on using a Rewire Kit with Electrical Engineering 1 or re-enabling the damaged Lift's Power Box.
- The maintenance room can be accessed by forcing the access door open with Brute Strength 2 or with a Halligan Bar, which they can access the elevator shaft by blowtorching or unscrewing the vent open to access the elevator shaft. Where they can climb down a ladder down to the basement.
The server room requires a valid keycard to be inserted into the RFID keycard reader to be accessed without suspicion. A note on the reader reveals the name of the Data Manager.
A valid unmarked keycard for the server room can be obtained by taking the keycard held by the Data Manager or writing the correct credentials onto a keycard with the RFID Reader/Writer in the operations room.
- The Data Manager can be isolated if they were in one of many enclosed rooms.
- Keycard credentials can be obtained by searching the network center computer with Advanced Protocols 1, searching the Tablet with Advanced Protocols 2, or searching the laptop inside the operations room with Advanced Protocols 3.
- Keycard issue logs can be obtained by searching the Clipboard or searching the security center computer with Advanced Protocols 2.
Tampering with the server room raises the alarm after Sierra-3 searches the servers. A flashing light inside the server room notifies if tampering has been detected. There are several actions that are considered tampering:
- Using a Drill or Saw on the server room door
- Using a Rewire Kit on the reader
- Using an EMP on the reader
- Inserting a wrong keycard into the reader
- Leaving the door open for 30 seconds
- Leaving the door open during the fadeout
An Ethernet Cable is required to connect the servers to the network for Sierra-3 to search them. One can always be found in the network center, and a spare may be found in certain locations in either building.
For Sierra-3 to begin searching the servers, all players must be present in the server room or wait 5 minutes if any players are not. If the server room has been tampered with, the waiting time is reduced by half.
Loud
The player needs to get into the basement, get past the shuttered windows and doors, get into the server room, secure all the Servers in the boat, then defeat the gunship and exfiltrate.
To lift the server room lockdown, the code for the keypad must be found by searching the server in the security center. The search pauses around halfway through, and 1 of 3 randomly selected objectives must be completed to resume the search. The objective may be one of the following:
- Go down and interact with the keypad, then take a photo of it shortly after
- Hack into the network center and search it for the code
- Destroy a specific Network Switch
The heavy security door cannot be breached with explosives. If the basement has been entered but the security door has not been opened, the blast doors will be open. Otherwise, they will be closed.
After getting past the heavy security door, the server room needs to be breached and all servers must be secured to the boat.
- There are 2 Servers with one player, 4 Servers with two players, or 6 Servers with three or more players.
- All circumstances require all servers must be secured.
- If the alarm was raised after searching the servers, only half of the Servers need to be secured.
- Anti-Furry Coalition Enemies start taking cover in the basement and heavy units are able to spawn.
After securing all of the Servers in the van, an armored van arrives shortly. Enemy spawns are greatly reduced while the van is present.
- The armored van has a base 4,000 health. For each player beyond the first, the armored van gains an additional 2,000 health.
- Perks do not affect damage dealt to the armored van.
- The armored van's bullets pierce through and destroys weak walls.
- The armored van flies around the facility to get closer to its target and attempts to shoot at players regardless of line of sight.
- The turret of the armored van fires in quick bursts, with the time between bursts scaling based on player count:
- 5 seconds with one player
- 4 seconds with two players
- 3 seconds with three players
- 2.5 seconds with four or more players
After destroying the armored van, the van can be used to exfiltrate.
Enemies can blow up certain walls during the mission, granting them easier access and making it harder to defend some locations.
Enemies
Wave Composition
The enemies present in the mission are Anti-Furry Coalition Mercenaries who spawn infinitely — this wave composition applies to every spawn pool unless otherwise specified.
- In the 1st, 2nd, and 3rd waves, there will be 6/8/10 units
- In the 4th and 5th waves, there will be 1.5x the base amount of units (9/12/15)
- In the 6th wave and beyond, there will be 2x the base amount (12/16/20)
- Each player in game beyond the second will raise the base amount of units in each wave by 3/4/5
- Since enemies spawn in squads, waves can have up to 2 units more or less than they normally would (3 in multiplayer lobbies)
Despite being the same category as the anti-furry mercenaries found in stealth, they do not count to the Anti-Furry captured payout.
Wave Timing and Spawn Locations
The assault will begin 15 seconds after the mission goes loud.
A new wave will start either 20 seconds after less than 25% of the units in the wave are left alive or 45 seconds after the last unit in the wave spawns, whichever comes first.
For the first 25 seconds of the assault, enemies can only spawn outside the house near the edge of the playable area. After that, they will be able to spawn almost anywhere inside of the buildings as well as the roof.
Objectives
Mission
- Get inside the house
- Access the basement
- Override the lockdown (loud)
- Access the server room
- Collect servers [#/#] (loud)
- Take servers to the van [#/#] (loud)
- Help secure the servers [#/#] (loud, multiplayer only)
- Take cover (loud)
- Take down the armored van (loud)
- Connect an ethernet cable (stealth)
- Give Sierra-3 access (stealth)
- Wait in the server room (stealth)
- Collect the server
- Take the server to the van
- Help secure the server (stealth, multiplayer only)
- Exfiltrate
Stealth
- Access the Elevator
- Open the vent (If in Utility Room in stealth)
- Climb down to the basement (If the vent in Utility Room is open)
Loud
- Restore power to the elevators (if finding the lift in loud)
- Find the lockdown override code
- Search the Network Server (RNG, first option)
- Destroy Network Switch [0/1] (RNG, second option)
- Examine the keypad (RNG, third option)
- Wait for Sierra-3
- Take Keypad Photo
- Wait for Sierra-3
- Lockdown override code: #### (if the code was seen on the security center terminal)
Intel
- Find the password (loud, if the security center terminal is locked)
Intel
Anti-Furry Mercenaries
The facility has Anti-Furry mercenaries attempting to attack the facility.
- If encountering one, we'll give you a bonus if you are able to extract them alive.
- [Intimidation] With adequate pressure, the Anti-Furry mercenaries can be hostaged and disarmed before being escorted to the van
RI6 Allies
The facility still has RI6 agents attempting to stop the attack. Some agents have special roles
- Search the facility and find intel to discover who has which role
- Searching the planning room reveals the roles of several operatives
- Operative photos can be found in the archival center
- [Remote Access] A discarded RI6 phone can be found and unlocked to discover operative photos
- [Hacking] The network center has photos of operatives on site
- The Security USB can be found in the security center
- The Data Manager has access to the basement server room
- A note in the basement reveals the project lead's name
- [Social Engineering] Other operatives can be complied into giving you their appearance
- The Network Tech has access to the network center
- Finding and searching a tablet reveals the Network Tech
- [Hacking] The tablet can also retrieve credentials for all keycards
- [Intimidation] The network tech knowns what all the keycards unlock
- Finding and searching a tablet reveals the Network Tech
- The Security Lead knows how to restore lift power
- [Social Engineering] Other operatives can be tricked into telling you who they are
- [Awareness] They can be identified by monitoring radio traffic
- [Social Engineering] They can be lured to the basement stairwell with a radio
- [Compliance] They can be asked to reveal the roles of several other operators
- The Quartermaster has access to the special armory.
- The Quartermaster RFID card is hidden or lost somewhere
- [Compliance] They can be asked to reveal where the card can be at
- [Awareness] The card can be found at several locations when searched carefully
- The Quartermaster RFID card is hidden or lost somewhere
Entry
The house is split between a north and south building
- The facility has its own set of door and window alarms
- Disable power boxes outside to kill the door alarms
- [Electrical Engineering] Rewiring the junction box disables all door alarms at once
- One of the sectors has a lift that has access to the basement
- [Electrical Engineering] The basement access lift can be rewired to operate even without main power
- The basement access lift can be powered on by repairing its power box
- A utility room in the same sector as the lift has a reinforced vent that can be open to access the elevator shaft
- A blowtorch can be found in the special armory
- A screwdriver can be found in one of the scattered maintenance trolley
RFID cards
The facility uses RFID badges/keycards to grant access to certain sectors
- Search the facility and find intel to discover about the badges
- [Compliance/Pickpocket] RI6 agents can surrender their badges to you
- An Analyst Badge grants access to the office area of the facility
- An Security Badge grants access to security areas and minor restricted areas
- An Executive Badge grants access to all areas of the facility
- [Compliance/Pickpocket] RI6 agents can surrender their badges to you
- Unmarked RFID Cards are special cards used by selected agents to access certain areas
- The Network Center will contain credentials for each card
- Finding and searching a tablet reveals the Network Tech
- [Hacking] The tablet can also retrieve credentials for all keycards
- [Compliance] The network tech knows what all the keycards unlock
- The Network Center will contain credentials for each card
Payout
| Difficulty | Recruit | Operative | Legend |
|---|---|---|---|
| Base Payout | $6,000 | $9,600 | $12,000 |
| Personnel evacuated* | - | $2,500 | $3,500 |
| Anti-Furry captured** | $500-$2,500*** | $800-$4,000*** | $1,600-$8,000*** |
| Stealth Bonus | $4,500 | $7,200 | $9,000 |
* Personnel are civilians who are escaping to exit points (they would not trigger the alarm), killing them on any difficulty will fail the mission
** Anti-Furries are special security NPC who will not attempt escape and can be brought to the van to be extracted
*** Per anti-furries that are able to be secured in stealth, the maximum that can be secured is at most 5
Challenge
| Challenge | Challenge Menu Description | In-Mission Description | Actual Requirements / Failure Conditions (if not properly stated) | Rewards |
|---|---|---|---|---|
| TIER 1 | ||||
| RI6 Apprentice | Complete "Checkmate, Queen" | Complete the mission | - |
|
| Authority Challenge | Complete "Checkmate, Queen" in Combat | Complete the mission in Combat | Fails if the server room is accessed in Steath. |
|
| Kingdom's Keys | Obtain all RFID cards or their credentials | Obtain all credentials [#/6] | Labeled Badges and Unlabeled RFID Keycards are required for their completion |
|
| Lone Operator | Complete the mission without any teammates | Complete the mission solo | - | 25% extra payout |
| New Technician | Unlock the server terminal in the network center | Unlock the network center server | Use the Security Key from the security center | 25% extra XP |
| Picture Day | Discover photos of all operatives on site | Find all operative photos | - |
|
| Scouting Quarters | Find the lost quartermaster keycard | Find the hidden keycard | Search certain rooms with Awareness 2 or ask the Quartermaster with Compliance perks | 25% extra payout |
| Tabula Rasa | Find and overwrite the blank keycard | Overwrite the blank keycard | - | 25% extra XP |
| Useful Records | Find records of who carries each keycard | Find card issue records | Search the clipboard or the security center terminal with a Hacking Tablet and Advanced Protocols 2 |
|
| Alternative Access | Access the Basement using the Elevator Shaft | Access the Elevator Shaft | Using the Basement Elevator will fail this |
|
| The Time's Come[1] | Kill all Anti-Furry Operatives | Eliminate Anti-Furry Operatives [#/5] | - |
|
| TIER 2 | ||||
| Infiltration Agent | Complete "Checkmate, Queen" without raising the Alarm | Complete the mission stealthly | - |
|
| Something Sensible[2] | Evacuate the RI6 civilians | Evacuate RI6 personnel [#/4] | This challenge is only avaliable on Operative and above. |
|
| Balancing Scales | Extract all Anti-Furry Operatives | Extract Anti-Furry Operatives [#/5] | Any operatives dying will fail the mission. This also applies if the Executive Mercenary was killed by Kyle Zachary in the scripted death. |
|
| Breaker Maintanence | Don't power on any power box | Don't enable any powerbox | - |
|
| Surprises... | Enable the Basement Lift by rewiring it | Rewire the Basement Lift | The rewiring ability can be enabled by asking Kyle Zachary for intel or rewiring it using a Rewire Kit and Electrical Engineering 1 |
|
| Illiteracy Access | Ignore the notice on the server room door | Tamper with the server room door | - |
|
| Insufficient Plastic | Don't use any explosives | Don't use explosives | Entering the server room in stealth fails this challenge |
|
| Priority Target | Take down the Command Mercenary before anyone else | Take the Command Mercenary down first | - |
|
| Private Property | Don't enter the armory or search any crates/footlockers | Stay out of armory/footlockers | - |
|
| Road Ambush | Take the armored van down within 60 seconds of its arrival | Take down armored van in X:XX | Entering the server room in stealth fails this challenge |
|
| TIER 3 | ||||
| His Majesty's Agency | Complete "Checkmate, Queen" without raising the alarm or killing anyone | Complete the mission in Stealth without any deaths | - |
|
| A Third Way[3] | Don't bring anything other than a weapon to the mission | Don't bring any gear | Bags and concealed items do not fail this challenge |
|
Trivia
- Jack Bond is a parody of James Bond from the James Bond Franchise.
- This was an easter egg since the location of where "Checkmate, Queen" was conducted was at RI6 (the Roblox Equivalent of MI6) Central Headquarters
Reference
- ↑ The Time's Come is a reference to one of three GTA 5's ending; with this being a reference to "The Time's Come" where the protagonist kills Michael.
- ↑ Something Sensible is a reference to one of three GTA 5's ending; with this being a reference to "Something Sensible" where the protagonist kills Trevor.
- ↑ A Third Way is a reference to one of three GTA 5's ending; with this being a reference to "The Third Way" where the protagonists kills all of their antagonists at the same time.
